What does this suggestion change/add/remove:
. The HCZ map change has changed the way Code-1 and Code-5 response forces work and placed E-11 at a disadvantage due to travel times, dispersion of their force and limited AA acccess, I therefore suggest:
- Replace the current Combat Medic spawn point with an E-11 spawn point
- Move the Combat Medic spawn point back to medbay
- Add an advanced armoury to the E-11 spawn in the HCZ
Possible Positives of the suggestion (At least 2):
. This would improve the mobility of E-11 and help them deliver more security to the site
. This would mean that E-11 do not need to abandon their POIs in the HCZ and go all the way to the LCZ to withdraw AA weapons in the middle of a breach
. This would bring the window of opportunity that Insurgents and Breach Swep SCPs have to release additional SCPs down to something more appropriate
Possible Negatives of the suggestion:
. Some MTF players could abuse the respawn function to 'teleport' into the HCZ if a CI raid has slipped past them in the EZ/LCZ
Based on the Positives & Negatives, why should this suggestion be accepted:
. In the circumstances of the previous map SCPs would have one passage to breach out of the HCZ into the LCZ and the SCPs were balanced with this factor in mind, at present the additional escape routes has rebalanced Code-5s largely into the favour of SCPs, breach response teams now have to fan out across a large area to search for a breached SCP and isolate themselves as individuals to be picked off rather than organising a firing line defense in a choke point
. In the previous map E-11 first responders would identify the breached SCPs and die fighting it, then respawn ahead of the SCPs escape route in the LCZ. This would consistently place E-11 in the path of the SCP which gave them more time-on-target to fight it and supress the breach. In the current HCZ E-11 are spawning behind the SCPs which means they are constantly playing catch-up and losing time-on-target, making SCP breaches far more destructive.
. Advanced Armoury access used to be available immediately outside of E-11's bunk space which means they would be readily equipped to halt serious breaches after they were killed fighting, in the current HCZ E-11 must abandon their POIs and/or run from spawn to the advanced armoury in the LCZ, which takes them out of a breach response team for several minutes and allows the severity of the breach to get far worse
. At present, due to the limited mobility of MTFs most breaches are resulting in three or more SCPs being breached which halts RP, even more so with the fact that more breaches are resulting in Code Black and/or Warhead activation
. Punishing abuse of the respawn function is something that staff are already familiar with due to people backspawning into the EZ to flank a CI raid - I think it would be reasonable to say staff would be on top of people abusing a HCZ respawn function too
. The HCZ map change has changed the way Code-1 and Code-5 response forces work and placed E-11 at a disadvantage due to travel times, dispersion of their force and limited AA acccess, I therefore suggest:
- Replace the current Combat Medic spawn point with an E-11 spawn point
- Move the Combat Medic spawn point back to medbay
- Add an advanced armoury to the E-11 spawn in the HCZ
Possible Positives of the suggestion (At least 2):
. This would improve the mobility of E-11 and help them deliver more security to the site
. This would mean that E-11 do not need to abandon their POIs in the HCZ and go all the way to the LCZ to withdraw AA weapons in the middle of a breach
. This would bring the window of opportunity that Insurgents and Breach Swep SCPs have to release additional SCPs down to something more appropriate
Possible Negatives of the suggestion:
. Some MTF players could abuse the respawn function to 'teleport' into the HCZ if a CI raid has slipped past them in the EZ/LCZ
Based on the Positives & Negatives, why should this suggestion be accepted:
. In the circumstances of the previous map SCPs would have one passage to breach out of the HCZ into the LCZ and the SCPs were balanced with this factor in mind, at present the additional escape routes has rebalanced Code-5s largely into the favour of SCPs, breach response teams now have to fan out across a large area to search for a breached SCP and isolate themselves as individuals to be picked off rather than organising a firing line defense in a choke point
. In the previous map E-11 first responders would identify the breached SCPs and die fighting it, then respawn ahead of the SCPs escape route in the LCZ. This would consistently place E-11 in the path of the SCP which gave them more time-on-target to fight it and supress the breach. In the current HCZ E-11 are spawning behind the SCPs which means they are constantly playing catch-up and losing time-on-target, making SCP breaches far more destructive.
. Advanced Armoury access used to be available immediately outside of E-11's bunk space which means they would be readily equipped to halt serious breaches after they were killed fighting, in the current HCZ E-11 must abandon their POIs and/or run from spawn to the advanced armoury in the LCZ, which takes them out of a breach response team for several minutes and allows the severity of the breach to get far worse
. At present, due to the limited mobility of MTFs most breaches are resulting in three or more SCPs being breached which halts RP, even more so with the fact that more breaches are resulting in Code Black and/or Warhead activation
. Punishing abuse of the respawn function is something that staff are already familiar with due to people backspawning into the EZ to flank a CI raid - I think it would be reasonable to say staff would be on top of people abusing a HCZ respawn function too
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